16 if (terrainRaycastResult.HasValue
17 && terrainRaycastResult.
Value.CellFace.Face == 4) {
18 int y = terrainRaycastResult.
Value.CellFace.Y;
19 for (
int i = terrainRaycastResult.
Value.CellFace.X - 1; i <= terrainRaycastResult.
Value.CellFace.X + 1; i++) {
20 for (
int j = terrainRaycastResult.
Value.CellFace.Z - 1; j <= terrainRaycastResult.
Value.CellFace.Z + 1; j++) {
33 new Vector3(terrainRaycastResult.
Value.CellFace.X, terrainRaycastResult.
Value.CellFace.Y, terrainRaycastResult.
Value.CellFace.Z),
38 terrainRaycastResult.Value.CellFace.X + 0.5f,
39 terrainRaycastResult.Value.CellFace.Y + 1.5f,
40 terrainRaycastResult.Value.CellFace.Z + 0.5f